July 2016Digital Medicine and 3D
Medical Printing, European Chapter of ISDM, Medilink Innovation and Digital Health SIG,
Gamification Made Simple,
Games for Health UK and EU Conferences, Disruptive Technologies and
Education
World of Health IT Conference, Upcoming Events.

A major theme for the GAETSS July 2016
Newsletter is the combination of Gamification and Digital Medicine applied
to health and wellbeing. The inaugural conference of the International
Society of Digital Medicine in Nanjing in June featured in this newsletter
provided a multi-disciplinary insight into the many different ways enabling
technologies are impacting the medical profession in its practices and
approaches to improving public health outcomes globally. Here I examine
five different ways in which digital medicine is transforming the health
sector.

All of these technologies can assist health
professionals in improving public health and better educating, informing and
empowering citizens to better manage their personal health. However, it
does not matter how good or effective digital technologies are if citizens
choose to adopt lifestyles which damage their health or fail to comply with
appropriate medical treatment.

It is in this context that Gamification can
play a vital role in influencing patient / citizen behaviours to adopt
lifestyle practices and/or encourage compliance with recommended medical
treatment. Later in this newsletter, the Gam-Nav concept explains how
Gamification strategies can be applied to any human scenario to influence
choices, behaviours and decisions at a personal or macro level.

Nanjing was the venue for the Founding
Conference of the International Society of Digital Medicine (ISDM) and the
1st International Conference on Digital Medicine and Medical 3D
printing. I was honoured to be invited to become a member of the Founding
Council and to be involved in discussing the draft of the ISDM’s Statute
with other invited ISDM Council members from 38 different countries.

The conference was attended by over 1000
participants from China and internationally and supplemented by an
exhibition which primarily focused on Medical 3D printing and Simulation
technologies.

One of the most impressive elements of the
Nanjing ISDM conference was the variety and sophistication of technology
usages for Medical 3D printing. Conceptually, medical 3D printing is
exactly the same as what is known in other disciplines as additive
manufacturing, so-called because 3D objects are “printed” from
computer-aided designs by building layer upon layer of special material
according to the 3D design. This technology is being deployed via a whole
range of different devices from relatively affordable domestic 3D printers
for small personalised objects to very large buildings such as London’s
iconic Shard building.

Following the Founding Conference of the
ISDM, I am in process of establishing a European Chapter of the ISDM which
I hope to formally launch in November this year to coincide with a hosted
visit from the ISDM President Professor Zhang and the Executive Director,
Professor Liao.

In the interim, I have set up a LinkedIn
Group on a “by invitation only” basis for anyone with involvement or a keen
interest in Digital Medicine and the use of Enabling Technologies and
Gamification as tools to enhance public health strategies. If you would
like to be invited to join or to know more about ISDM, please email me at david@gaetss.com.

Medilink
Innovation Day and Digital Health SIG Events

Medilink East Midlands Innovation
Day Conference and Exhibition

Medilink East
Midlands is a not-for-profit organisation whose mission is to help promote
and develop the interests of the organisations involved in researching, developing
and delivering health-related products and services in the East Midlands of
the UK. Medilink organises and annual Innovation
Day and facilitates a range of events and activities such as the Special
Interest Groups (SIGs) workshops in such areas as Digital Health and
Additive Manufacturing.

Membership of Medilink
is very affordable and good value for money for any individual or
organisation that wants to be part of the healthcare revolution. To find
out more about Medilink East Midlands and their
SIGs, visithttp://www.medilinkem.com/home

Gamification has become a hot topic in
recent months and years but I have been dismayed by the lack of
understanding of what Gamification is and how it can be applied every day
to a whole multiplicity of scenarios where influencing human behaviour is
key to a successful outcome. Far too often, Gamification is portrayed as
the use of points, badges and rewards and/or league tables as incentives to
motivate individuals or groups.

After giving this problem of
over-simplification of Gamification as the use of extrinsic motivation to
encourage desired outcomes, I have devised a simple concept called Gam-Nav
(Sat-Nav for Gamification) as a simple way of explaining how Games
psychology and mechanics can and should be applied in almost any human
scenario from brand development, employee motivation and personal
relationships to team building and politics.

If you wish to use Gamification to improve
performance or effect change that depends on influencing human beings,
imagine yourself as a sophisticated Sat-Nav whose role is to help your
target vehicle to reach its desired destination as effectively and
painlessly as possible. To achieve this, you need to acquire the basic
characteristics / competences of a highly sophisticated sat-nav which means :-

a)As
a sat-nav you are not in control of the vehicle,
reaching a desired destination is dependent on “the driver” (i.e. the
individual/group you are trying influence) following your guidance

b)You
need to know the current status of the vehicle/driver (i.e. where they
currently are)

c)You
need to know the desired destination of the journey (i.e. where you/your
target wants to finish up)

d)You
need to calculate a route to that destination based on the preferences of “the
driver” and the capabilities of “the vehicle”

e)You
need to be able to advise on progress to that destination, alternative
routes and feasibility of the journey

f)You need to be able to provide constant
feedback to the driver and be prepared to suggest an alternative or more
practical destination

g)At
a higher level of sophistication, you need to either make the desired
destination as attractive as possible or alternative destinations as
undesirable as possible (carrot and stick)

h)You
need to make the journey/route as engaging and enjoyable as possible

If you can develop all of these skills and
qualities, you will become a successful qualified Gam-Nav capable of
influencing yourself, other individuals or whole groups of people.

The Pegaso
Gamification Workshop at G4HUK Conference at Coventry University

The European Pegaso project was amongst projects featured at the
Games for Health UK conference held in July at Coventry University and
hosted by Professor Pam Kato. The one-day conference (see http://www.coventry.ac.uk/events/games-for-health-uk-conference-2016/
)was a mix of keynote presentations, panels and workshop parallel track
workshops designed to examine and discuss the practical use of serious
games and gamification for a variety of application.

The Pegaso project in which Milan-based serious games
specialist Imaginary is part of a consortium which includes Coventry
University aims to use gamification enabled by wearable devices and mobile
games to encourage healthy lifestyles in teenagers. The focus of Pegaso is to influence both physical activity and diet
and it uses a mobile game co-designed with teenage target groups in Europe
and based on zombies which can be neutralised by effective lifestyle
choices and knowledge about healthy diet.

The Pegaso workshop facilitated by Lucia Pannese and David
Wortley used gamification elements to set up teams with separate challenges
based on developing ideas to make the game as effective and sustainable as
possible. One of the key outcomes of the discussions was the engagement of
appropriate stakeholders such as schools and supermarkets in helping to
promote Pegaso as part of a win-win ecosystem.

Also present
at the conference were the Games for Health Europe Founders Jurriaan and SandraVan Rijswijk to promote their forthcoming
conference in the Netherlands – see http://www.gamesforhealtheurope.org/

Technologies in the classroom present many
challenges and opportunities for education. Many of the activities and
functions which are the traditional role of the teacher are gradually being
taken over by technologies which can deliver knowledge, monitor progress
and deliver a personalised curriculum in ways which are more accessible and
often more engaging than human teachers.

Added to this, technologies such as
robotics, artificial intelligence and machine learning are being used to
perform jobs previously done by graduates trained to be knowledge
professionals, meaning that students are increasingly being educated and
prepared for jobs which will not exist when they graduate.

The Revolutionary Learning event in New
York that I am due to speak at in August will seek to address some of these
issues (see below) but on a more positive note, in Nanjing I came across a
novel use of robotics to help sick children to continue to not only be
educated but also to be connected to their fellow students remotely. The Vecna Robotic Telepresence device and application is
like a remote controlled telepresence system which can be controlled by the
student from home, allowing them to freely interact with both teachers and
fellow students. Seehttps://www.vecna.com/education/vgo/
for more information.

The new HIMSS Europe World of Health IT (WoHIT) Conference & Exhibition will be taking place
on 21–22 November 2016 in Barcelona, Spain. The event will gather top
European healthcare stakeholders and will be the meeting point for the
entire eHealth ecosystem.

Through a number of educational sessions with
the most experienced speakers to learn from, together with a series of
workshops, hospital tours and an interactive exhibition floor, this unique
event addresses best practices, practical solutions and cutting edge
developments in eHealth.

I will be
participating in the event to support a gamification workshop organised by
Anna Sort who is a health gamification specialist based in Barcelona.

The theme of this
year’s annual Thaisim conference which is being held at Sripathum
East University, Chonburi in Thailand is “The power
of games, simulations and debriefing to teach more in less time”. Thaisim
conferences are always memorable events not only for their content and
networking opportunities but also for the wonderful hosting.

Revolutionary Learning 2016 will feature hands-on
workshops, educational keynotes, a Local Game Jam, a Revolutionary Game
Arcade, and ample networking activities designed to connect attendees with
professionals who will inspire. Colleagues and thought leaders
from the cutting edge of learning will be in attendance – it’s the one
place to truly learn from each other.

The Singapore
Health and BioMedical Congress is flagship
international event with top class international speakers which this year
will include James Kinross from Imperial College. The theme of this year’s
conference is “Forging a Sustainable Relationship-Based Healthcare System”.

Games for Health Europe brings together
researchers, medical professionals and game developers to share information
about the impact games and game technologies can have on health, health
care and policy. A major effort of the Games for Health Europe is the
Annual Games for Health Europe Conference.

The 4th SEANES 2016 Ergonomics
and Human Factors conference in South East Asia will be held in Bandung
Indonesia. The theme of this year’s event will be:-“Green Ergonomics: Sustainability, Productivity, and
Well-being”. Within this theme, SEANES 2016 Conference supports and
expands the application of human factors and ergonomics with regards
to recent local and global needs. This international conference aims
to enhance the awareness of the importance of Human Factors Engineering
(HFE) in various human activities and application domains, including
product design, learning, communication, healthcare, transportation,
defence and security.

The Thirteenth International Conference on
Technology, Knowledge, and Society to be held at University of Toronto,
Toronto, Canada from 26-28 May 2017 is
seeking proposals for papers and presentations.

If you would like any presentations, videos or
documents circulated to my network, I am happy to provide this service free
of charge for any material relevant to readers of this newsletter. If you
are interested, contact me at david@davidwortley.com.

Best Wishes for a Better
Future for all Mankind

David Wortley
FRSA

Founder and CEO

GAETSS – Gamification
and Enabling Technologies Strategic Solutions

Shaping the
Future of Business and Society through Human Development and Motivation